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Bosphorus ferry captain in 3D: dock at 6 piers against current and wind, keep the timetable. Browser game built by Claude Fable 5.1 · Boğaz'da vapur kaptanlığı: akıntıya karşı 6 iskeleye yanaş, tarifeye yetiş. Claude Fable 5.1 yaptı.
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檢視完整 README ↗?auto captain uses the same controls and rules as a player and finishes the campaign
with 3 stars on every shift.index.html with Three.js r170 from a CDN; the strait, about 1100 buildings, the
boats, the people, the sounds and the music are all procedural.[!TIP] Goal: sail each shift's route on time, dock cleanly at every pier and reach the shift target for 1 to 3 stars. No star means the shift must be repeated.
The ferry starts moored at the first pier; once boarding is done and the departure time has come, push the throttle to cast off. The next pier is marked by a floating beacon and a teal berth box on the water. Come alongside the berth side of the pier slowly (under about 1 m/s), parallel (within about 20 degrees) and close, and hold it for half a second.
| # | Shift | What is new |
|---|---|---|
| 1 | First crossing | Eminönü, Karaköy, Üsküdar: learn to dock |
| 2 | Beşiktaş line | longer legs, more traffic |
| 3 | Evening run | five piers while the sun sets, lights come on |
| 4 | Foggy morning | fog: short visibility, trust the minimap |
| 5 | Night shift | night, pier lanterns and bridge lights |
| 6 | Strong current | current 1.0: the ferry drifts mid-strait |
| 7 | Storm | wind, waves, rain, thunder: slow down for comfort |
| 8 | Tanker convoy | a convoy of five tankers at dusk, heavy traffic |
| E | Endless | random routes that get harder; ends on a failed shift |
| Action | Mouse / touch | Keyboard |
|---|---|---|
| Throttle ahead / astern (sticky telegraph) | right lever (up = ahead, down = astern) | W / S or Up / Down |
| Rudder (returns to midships) | wheel on the left | A / D or Left / Right |
| Horn | horn button | Space |
| Camera (chase / bridge / top) | camera button | C |
| Orbit the chase camera | drag on the scene, wheel to zoom | |
| Pause | pause button | P / Esc |
| Music / effects / language | HUD buttons | M / X / L |
| Fullscreen | settings | F |
Settings are saved in localStorage under arena.vapur.settings; best stars and scores and the campaign you can
continue under arena.vapur.save. The language follows the browser (Turkish or English); phones start on the Low tier.
| Flag | Effect |
|---|---|
?auto | a captain bot plays the campaign with the same controls and rules (fairway routing, slows for traffic, docks parallel) |
?debug | fps, draw calls, triangles, state, bot results and JS errors on screen; window.vapurSim(seconds) fast-forwards |
?sim=N | fast-forward N seconds of the first shift before the first frame (add &auto to let the bot sail) |
?low | shadows off, pixel ratio 1, half the particles |
?noassets | skip the lookup for optional sound samples (everything is synthesised anyway) |
?lang=en / ?lang=tr | language |
?shift=N | start the campaign at shift N |
?mode=endless | with ?auto or ?sim, start in endless mode |
?seed=N | gameplay random seed (default 11) |
?touch | force the touch controls |
?cal | with ?auto: advance to the next shift whatever the result (used to calibrate the targets) |
The live state is on window.vapur (state, shift, time, score, target, aboard, delivered, hull, comfort, finished
shifts, errors). Example: index.html?auto&debug&sim=3000 plays most of the campaign in a few seconds without
rendering.
Piers, timetables and difficulty are one data table in the code (PIER_DEF, SHIFTS, SCORE_K); a shift's
timetable is derived from the route length and the shift's pace. The ?auto captain routes through the fairway graph,
compensates the current, slows for traffic and docks by sliding in at a shallow angle. It finishes the campaign with 3
stars on every shift and needed one or two retries on shifts 5, 6 and 8 (night, strong current, convoy), which is the
intended difficulty curve. Measured on an Intel UHD GPU at 1280x720: 21 to 27 draw calls, about 225 000 triangles and
57 fps (vsync-capped) in busy dusk, night, storm and phone scenes on the High tier.
Serve the folder over HTTP (opening index.html directly also works in most browsers):
python -m http.server 8000
then open http://localhost:8000/.
Built by Claude Fable 5.1 with Claude Code from one prompt: prompts/bogaz-vapuru.md. The whole game is procedural: the strait is a signed depth function from which the shoreline, terrain, piers, the bot's fairway graph and the minimap are derived; the city (about 1100 buildings), the yalı mansions, 1500 trees, the people and the gulls are instanced; the mosques, the Galata and Maiden's towers, the piers and the suspension bridge are merged flat-shaded geometry. The water is a patched Lambert material with sine waves and current streaks. The engine, the two-tone horn, the pier bell, gulls, sea, wind, rain, thunder and a calm saz-and-strings loop are synthesised with the Web Audio API. No asset files are shipped.
Boğaz Vapuru is part of the Claude Game Arena series, where each game is built by a Claude model from one prompt. The other games: Hisar · Çay Ocağı · Çini Ustası · Martı · Kervan · Dolmuş · Peri Golf · Mehter · Simit Fırını · Karagöz · Lale Bahçesi
Round 5: Kapadokya Balonu · Ebru · Kırkpınar · Çarşı Kaçışı
Round 6: Topkapı Gecesi · Hamsi · Pamukkale · Mimar Sinan
Boğaz Vapuru, alçak poligon bir İstanbul Boğazı'nda geçen 3D şehir hatları vapuru kaptanlığı oyunu. Eminönü, Karaköy, Üsküdar, Beşiktaş, Kadıköy ve Kanlıca arasında tarifeye uy; akıntıya ve rüzgâra karşı iskeleye yavaş, paralel ve yakın yanaş, yolcuları taşı, tankerlerin yolundan çekil. Sekiz sefer ve sonsuz mod var: sis, gece, fırtına ve tanker konvoyu. Kurulum yok; masaüstünde ve telefonda tarayıcıda oynanır. Claude Fable 5.1 tarafından Claude Code ile tek bir prompt'tan yapıldı.
Oyna: https://furkiozknn.github.io/bogaz-vapuru/
MIT, see LICENSE.